bgfx/3rdparty/glsl-optimizer/tests/fragment/zun-Hidden_Noise_Shader_RGB-out.txt

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uniform sampler2D _GrainTex;
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uniform vec4 _Intensity;
uniform sampler2D _MainTex;
uniform sampler2D _ScratchTex;
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void main ()
{
vec4 col_1;
vec4 tmpvar_2;
tmpvar_2 = texture2D (_MainTex, gl_TexCoord[0].xy);
col_1.w = tmpvar_2.w;
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col_1.xyz = (tmpvar_2.xyz + ((
(texture2D (_GrainTex, gl_TexCoord[1].xy).xyz * 2.0)
- 1.0) * _Intensity.x));
col_1.xyz = (col_1.xyz + ((
(texture2D (_ScratchTex, gl_TexCoord[2].xy).xyz * 2.0)
- 1.0) * _Intensity.y));
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gl_FragData[0] = col_1;
}
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// stats: 8 alu 3 tex 0 flow
// inputs: 1
// #0: gl_TexCoord (high float) 4x1 [3] loc 4
// uniforms: 1 (total size: 0)
// #0: _Intensity (high float) 4x1 [-1]
// textures: 3
// #0: _GrainTex (high 2d) 0x0 [-1]
// #1: _MainTex (high 2d) 0x0 [-1]
// #2: _ScratchTex (high 2d) 0x0 [-1]